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Author Topic: Kenshi Fortress 1.36  (Read 11335 times)

squamous

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Kenshi Fortress 1.36
« on: March 09, 2019, 03:44:55 pm »

Do you like the indie sandbox RPG known as Kenshi? Have you ever thought "this game is good, but what if it was Dwarf Fortress?" Well you don't need to think that anymore because its Dwarf Fortress now, I converted the whole setting into Dwarf Fortress.

This mod does its best to add the creatures, items, and races of Kenshi into dwarf fortress, along with some cut content animals found only in concept art.

Download Link: http://dffd.bay12games.com/file.php?id=14292

HOW TO INSTALL:
Just download it, place the folder somewhere, and play it. This mod comes with its own .exe and everything, you do not need to copy and paste, drag and drop, or otherwise move any files around beyond the initial step. It works exactly like installing and playing the vanilla game.
===========================================================================

Changelog:



1.36 Changes:
-the crashing is hopefully fixed now, I just figured it out maybe.


1.35 Changes:
-Version updated

1.31 Changes:
-Enter key works now

1.3 Changes:
-Updated to latest versions

1.21 Changes:
-Just like a bunch of tweaks and rebalances
-Changed the names for different weapon users
-Skeleton civs spawn now

1.2 Changes:
-Skeletons might go mad and enslave their kindred to create an evil army. Functions as necromancers.
-Lots of new soil types added.
-Giant animal megabeasts added. Currently only the "canon" giant creatures exist but I might add more at a later date.
-Some more cut-content animals added.

1.12 Changes:
-Fixed issue with not enough iron (hopefully)
-Changed Black Gorillo tile to be black.

1.11 Changes:
-Some nations can now craft edible hashish at the new hashish distillery workshop. Its like alcohol with a chance to make you feel even better or briefly go completely bonkers. Use at your own risk.
-Savage deserts may or may not have clouds of liquidizing energy caused by orbital defense lasers firing from space.
-Rudimentary crafting added, you can make the more primitive weapons and armor.

1.1 Changes:
-Gurglers divided into intelligent raiders and feral variants
-More animal presence in all biomes now, hopefully
-Grass diversified
-Shek berserker clan added, Shek presence increased in general
-Hivers are now boneless
-Skeletons are slightly more common and spawn in villages sometimes
-Blood spiders are appropriately fearless

1.0 Changes:

-Kenshi Fortress release
« Last Edit: June 07, 2021, 09:17:33 pm by squamous »
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I make huge and comprehensive overhaul mods, consider supporting me on Patreon so I can do this full-time:
https://www.patreon.com/themodsmith
Have questions? Need to report bugs? Post them in the discord:  https://discord.gg/dGzGr5svS2

squamous

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Re: Kenshi Fortress 1.0
« Reply #1 on: March 09, 2019, 03:48:48 pm »

reserved
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I make huge and comprehensive overhaul mods, consider supporting me on Patreon so I can do this full-time:
https://www.patreon.com/themodsmith
Have questions? Need to report bugs? Post them in the discord:  https://discord.gg/dGzGr5svS2

squamous

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Re: Kenshi Fortress 1.0
« Reply #2 on: March 09, 2019, 03:51:01 pm »

reserved
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I make huge and comprehensive overhaul mods, consider supporting me on Patreon so I can do this full-time:
https://www.patreon.com/themodsmith
Have questions? Need to report bugs? Post them in the discord:  https://discord.gg/dGzGr5svS2

Teirdalin

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Re: Kenshi Fortress 1.31
« Reply #3 on: December 28, 2020, 11:59:14 am »

Honestly, I'm amazed this got as little attention as it has.  You've done gods work, Okran be praised.
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Iä! RIAKTOR!

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Re: Kenshi Fortress 1.31
« Reply #4 on: December 28, 2020, 03:40:46 pm »

Update hashish effects for new syndrome system from .47
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squamous

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Re: Kenshi Fortress 1.31
« Reply #5 on: December 28, 2020, 03:55:42 pm »

Honestly, I'm amazed this got as little attention as it has.  You've done gods work, Okran be praised.

To be fair I've mostly been working on my original settings, not had much time to shill stuff like this.

Update hashish effects for new syndrome system from .47

I thought I did, it should give you feelings right? Or is there something bugged about it?
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I make huge and comprehensive overhaul mods, consider supporting me on Patreon so I can do this full-time:
https://www.patreon.com/themodsmith
Have questions? Need to report bugs? Post them in the discord:  https://discord.gg/dGzGr5svS2

Iä! RIAKTOR!

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Re: Kenshi Fortress 1.31
« Reply #6 on: December 28, 2020, 06:10:22 pm »

Honestly, I'm amazed this got as little attention as it has.  You've done gods work, Okran be praised.

To be fair I've mostly been working on my original settings, not had much time to shill stuff like this.

Update hashish effects for new syndrome system from .47
Painkiller effect et cetera.

I thought I did, it should give you feelings right? Or is there something bugged about it?
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squamous

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Re: Kenshi Fortress 1.31
« Reply #7 on: December 28, 2020, 07:09:48 pm »

Ah right, that would make sense. Currently busy with another project but I'll get to it.
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https://www.patreon.com/themodsmith
Have questions? Need to report bugs? Post them in the discord:  https://discord.gg/dGzGr5svS2

Cathar

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Re: Kenshi Fortress 1.31
« Reply #8 on: December 28, 2020, 10:50:31 pm »

Hey, just wanted to say, I have played your mod a bit and I do enjoy it, but it gives a feel of being unfinished. For instance, the mod seems to not make any difference between scorchlanders and greenlanders, both seemingly based on the base DF human. The problem being, in Kenshi, the two are really distinct and have a strong cultural and ethnic identity, which do not seem reflected by the mod.  Instead of following Kenshi's universe, it seem to default to DF culture generator, resulting in dark skinned greenlanders and fair skinned scorchlanders.

This would not bother me in a randomly generated world with randomly generated cultures, but if the mod is set on the Kenshi's universe which makes a ine point separating the two, it takes me out of the experience quite a bit, and hints at the fact that maybe the two ethnicities and cultures may not be fine-tuned to follow their Kenshi's equivalent. Could you look into it when you have the time ?

Else, I love that mod, I really hope to see it improve in the future

Splint

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Re: Kenshi Fortress 1.31
« Reply #9 on: January 12, 2021, 08:34:58 am »

So uh, I made an addon, based on a few mods. Everything works on paper, or at least I haven't had any errorlog reports. It mostly adds new weapons and crops, but there's also a few new creatures (not many, but some.)

It can be found here. I'm considering making a story fort based upon this mod, since I rather like Kenshi and it looks like the mod was updated to 47.04 since the last time I looked at it.

Cathar

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Re: Kenshi Fortress 1.31
« Reply #10 on: January 12, 2021, 09:01:26 am »

Nice ! I'll test that after work !

Splint

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Re: Kenshi Fortress 1.31
« Reply #11 on: January 12, 2021, 09:07:19 am »

Nice ! I'll test that after work !

Let me know if anything is broken, I only did very basic arena testing to make sure there weren't serious errors, but there still might be soft errors hidden in there I haven't noticed.

I was going to add Threshers and PAK Units too (basically mobile turrets and little robot pack mule/body clean-up respectively,) but those'd need more work than what I know how to do at the moment. Also might add more weapons later for fun.

ArchimedesWojak

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Re: Kenshi Fortress 1.31
« Reply #12 on: January 12, 2021, 10:11:12 am »

Posting so that i remember to download this
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Splint

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Re: Kenshi Fortress 1.35
« Reply #13 on: April 11, 2021, 12:46:48 pm »

Hey, posting to see if anyone else has been having an issue with trying to embark. I've had 3 other people confirm there's some kind of problem, both when genning a new world, and when using the one the mod comes with. Each of us tried to embark without even making special preparations and had an instant CTD every time.

This is unrelated to my addon pack, as the CTD happened with and without it.

I've also found a bug in the civs meant to have access to heavy polearms (basically they lacked the _HEAVY part, resulting in a duplicate standard polearm entry.) I fixed it in my addon, since I noticed it during my setting up the pre-added files for the new weaponry in the addon.

Speaking of which, I've updated it with some more goodies, namely weapons and crops based on yet more mods.

Spoiler: Addon changelog (click to show/hide)

squamous

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Re: Kenshi Fortress 1.35
« Reply #14 on: April 12, 2021, 06:31:56 pm »

Hey, posting to see if anyone else has been having an issue with trying to embark. I've had 3 other people confirm there's some kind of problem, both when genning a new world, and when using the one the mod comes with. Each of us tried to embark without even making special preparations and had an instant CTD every time.

This is unrelated to my addon pack, as the CTD happened with and without it.

I've also found a bug in the civs meant to have access to heavy polearms (basically they lacked the _HEAVY part, resulting in a duplicate standard polearm entry.) I fixed it in my addon, since I noticed it during my setting up the pre-added files for the new weaponry in the addon.

Speaking of which, I've updated it with some more goodies, namely weapons and crops based on yet more mods.

Spoiler: Addon changelog (click to show/hide)

Ah yeah, I made this awhile ago so I ended up missing a ton of stuff. I'll try and update it when I'm not busy with my current project. Could overhaul the description as well. You're welcome to make a submod or even your own fork of it, I'm trying to keep it as close to canon as I can while also incorporating monsters from concept art since there aren't enough creature types without them imo

EDIT: I just stumbled across what I think is the source of the CTD bug through sheer chance while doing a bit of testing. Essentially, something about the scorchlander creature crashes the game, but only sometimes. That's probably why I never found it. Thing is, I've got no idea why this would happen. You can test it by going in arena mod and spawning scorchlanders until the game crashes

EDIT2: Actually, it seems like the bug also applies to other civilized races as well. Either way, it only happens sporadically. I only got clued in because the scorchlander one crashed on my first go of the ol' "spawn every creature once in arena mode to see if one crashes the game" trick
« Last Edit: April 12, 2021, 07:01:58 pm by squamous »
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I make huge and comprehensive overhaul mods, consider supporting me on Patreon so I can do this full-time:
https://www.patreon.com/themodsmith
Have questions? Need to report bugs? Post them in the discord:  https://discord.gg/dGzGr5svS2
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